Page 268 - Monster Manual Expanded III Dragonix
P. 268

Priest, Legendary

         Medium humanoid (any race), any alignment
         Armor Class 14 (chain shirt)
         Hit Points 55 (10d8 + 10)
         Speed 30 ft.

             STR           DEX           CON           INT           WIS           CHA
                12 (+1)      12 (+1)       12 (+1)      13 (+1)     18 (+4)      13 (+1)

         Saving Throws Wis +7, Cha +4
         Skills Medicine +10, Persuasion +4, Religion +7
         Senses passive Perception 14
         Languages any two languages
         Challenge 8 (3,900 XP)       Proficiency Bonus +3
         Legendary Resistance (2/Day). If the priest fails a saving throw, it
         can choose to succeed instead.
         Actions

         Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
         Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning
         damage if wielded with two hands.
         Spellcasting. The priest is an 10th-level spellcaster. Its spellcasting
         ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It
         has the following cleric spells prepared:
         Cantrips (at will): guidance, light, sacred flame (2d8), thaumaturgy,
         word of radiance (2d6)
         1st level (4 slots): command, cure wounds, guiding bolt, sanctuary
         2nd level (3 slots): aid, blindness/deafness, hold person
         3rd level (3 slots): dispel magic, mass healing word, spirit guardians
         4th level (3 slots): banishment, guardian of faith*
         5th level (2 slots): dispel evil and good, flame strike
         *The priest casts this spell on itself before combat.
         Bonus Actions
         Divine Eminence. As a bonus action, the priest can expend a spell
         slot to cause its melee weapon attacks to magically deal an extra 10
         (3d6) radiant (good) or necrotic (evil) damage to a target on a hit.
         This benefit lasts until the end of the turn. If the priest expends a
         spell slot of 2nd level or higher, the extra damage increases by 1d6
         for each level above 1st.
         Legendary Actions
         The priest can take 3 legendary actions, choosing from the options
         below. Only one legendary action option can be used at a time and
         only at the end of another creature's turn. The priest regains spent
         legendary actions at the start of its turn.
         Move. The priest moves up to half its speed without provoking
           opportunity attacks.
         Cantrip. The priest casts a cantrip.
         Quarterstaff. The priest attacks with its Quarterstaff.
         Cast a Spell (Costs 1-2 Actions). The priest expends a spell slot
           to cast a 1st- or 2nd-level spell that it has prepared. Doing so
           costs 1 legendary action per level of the spell.

















                                                                              Appendix A. NonPlayer Characters    267
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